Merge branch 'master_develop' of http://60.1.1.230/gaoxin/JL_Client into master_develop

dev_chengFeng
gaoxin 2020-07-29 15:44:47 +08:00
commit ce6c8c7871
13 changed files with 121 additions and 37 deletions

View File

@ -109,8 +109,13 @@ function this.StateChange(isOpen)
this.btnRecord:SetActive(isOpen and isJoin)
this.btnTeamRank:SetActive(isOpen and isJoin)
this.btnFightDetail:SetActive(isOpen and isJoin and baseData.battleState == TOP_MATCH_TIME_STATE.OPEN_IN_END)
this.orggroup:SetActive(not isOpen and not isOver)
this.Demons:SetActive(not isOpen and not isOver)
-- this.orggroup:SetActive(not isOpen and not isOver)
-- this.Demons:SetActive(not isOpen and not isOver)
this.orggroup:SetActive(not isOpen or (isOpen and isOver))
this.Demons:SetActive(not isOpen or (isOpen and isOver))
if not isOpen or (isOpen and isOver) then
this.FreshTeam()
end
end

View File

@ -40,6 +40,7 @@ end
--被动技能表
local passivityList = {
--发动技能时,[a]的概率将[b]*[c]算作[d]计算
@ -1562,7 +1563,7 @@ local passivityList = {
-- buff.cover = true -- 可以叠加
-- buff.clear = false -- 不可驱散
-- role:AddBuff(buff)
if skill and not skill.isAdd and defRole:IsDead() then
if skill and not skill.isAdd and defRole:IsDead() and BattleUtil.CheckIsNoDead(defRole) then
role:AddRage(i1, CountTypeName.Add)
end
end
@ -1780,7 +1781,7 @@ local passivityList = {
local ct = args[3]
-- 释放技能后
local onRoleHit = function(defRole)
if defRole:IsDead() then
if defRole:IsDead() and BattleUtil.CheckIsNoDead(defRole) then
local buff = Buff.Create(role, BuffName.PropertyChange, 0, BattlePropList[pro], f1, ct)
-- buff.cover = true
role:AddBuff(buff)
@ -1984,7 +1985,8 @@ local passivityList = {
local i1 = args[1]
-- 释放技能后
local onRoleHit = function(target)
if target:IsDead() and BattleLogic.BuffMgr:HasBuff(target,BuffName.NoDead)==false then
LogError("target "..target.roleId .. " ".. target.star)
if target:IsDead() and BattleUtil.CheckIsNoDead(target) then
for i = 1, i1 do
role:AddSkill(BattleSkillType.Normal, false, true, nil)
end
@ -2030,7 +2032,7 @@ local passivityList = {
local f1 = args[1]
-- 释放技能后
local onRoleHit = function(target)
if target:IsDead() then
if target:IsDead() and BattleUtil.CheckIsNoDead(target) then
local treat = floor(BattleUtil.FP_Mul(role:GetRoleData(RoleDataName.MaxHp), f1))
BattleUtil.CalTreat(role, role, treat)
end
@ -2219,7 +2221,7 @@ local passivityList = {
local f1 = args[1]
-- 释放技能后
local onRoleHit = function(target)
if target:IsDead() then
if target:IsDead() and BattleUtil.CheckIsNoDead(target) then
local buff = Buff.Create(role, BuffName.PropertyChange, 1, RoleDataName.Crit, f1, CountTypeName.Add)
role:AddBuff(buff)
end
@ -2374,7 +2376,7 @@ local passivityList = {
-- 击杀数量累加
local OnRoleHit = function(defRole, damage, bCrit, finalDmg, damageType, skill)
if skill and defRole:IsDead() then
if skill and defRole:IsDead() and BattleUtil.CheckIsNoDead(defRole) then
killNum = killNum + 1
end
end
@ -2753,7 +2755,7 @@ local passivityList = {
local dot = args[1]
local f1 = args[2]
local function onHit(target)
if target:IsDead() then
if target:IsDead() and BattleUtil.CheckIsNoDead(target) then
local maxHp = role:GetRoleData(RoleDataName.MaxHp)
local value = floor(BattleUtil.ErrorCorrection(maxHp* f1))
BattleUtil.ApplyTreat(role, role, value)
@ -2888,7 +2890,7 @@ local passivityList = {
local i1 = args[1]
local onHit = function(target, damage, bCrit, finalDmg)
if target:IsDead() then
if target:IsDead() and BattleUtil.CheckIsNoDead(target) then
role:AddRage(i1, CountTypeName.Add)
end
end
@ -3209,7 +3211,7 @@ local passivityList = {
local dt = args[2]
-- 直接伤害后
local onRoleHit = function(target, damage, bCrit, finalDmg, damageType, skill)
if skill and not skill.isAdd and target:IsDead() then
if skill and not skill.isAdd and target:IsDead() and BattleUtil.CheckIsNoDead(target) then
local list = RoleManager.Query(function(v) return v.camp ~= role.camp end)
BattleUtil.SortByHpFactor(list, 1)
local index = 0
@ -3483,7 +3485,7 @@ local passivityList = {
local f1 = args[1]
local onRoleHit = function(target)
if target:IsDead() then
if target:IsDead() and BattleUtil.CheckIsNoDead(target) then
local target = RoleManager.GetAliveAggro(role)
BattleUtil.CalDamage(nil, role, target, 1, f1)
end
@ -3767,7 +3769,7 @@ local passivityList = {
[197] = function(role, args)
local f1 = args[1]
local onRoleHit = function(target, damage, bCrit, finalDmg, damageType, skill)
if skill and skill.type == BattleSkillType.Special and target:IsDead() then
if skill and skill.type == BattleSkillType.Special and target:IsDead() and BattleUtil.CheckIsNoDead(target) then
BattleUtil.RandomAction(f1, function()
role:AddRage(target.Rage, CountTypeName.Add)
end)

View File

@ -341,6 +341,17 @@ function BattleUtil.ApplyDamage(skill, atkRole, defRole, damage, bCrit, damageTy
return BattleUtil.FinalDamage(skill, atkRole, defRole, damage, bCrit, damageType, dotType)
end
--检测是否有是金翅大鹏有不灭效果
function BattleUtil.CheckIsNoDead(target)
if target then
return target:IsAssignHeroAndHeroStar(10086,10)==false and BattleLogic.BuffMgr:HasBuff(target,BuffName.NoDead)==false
end
return false
end
function BattleUtil.FinalDamage(skill, atkRole, defRole, damage, bCrit, damageType, dotType)
if damage < 0 then damage = 0 end
local finalDmg = defRole.data:SubValue(RoleDataName.Hp, damage)

View File

@ -27,7 +27,7 @@ function RoleLogic:Init(uid, data, position)
self.uid = uid
self.position = position
self.roleData = data
self.roleId=data.roleId
self.data:Init(self, data.property)
self.isDead = self:GetRoleData(RoleDataName.Hp) <= 0
self.isRealDead = self.isDead
@ -37,7 +37,7 @@ function RoleLogic:Init(uid, data, position)
self.element = data.element
self.professionId = data.professionId
self.star = data.star or 1
LogError("英雄uid".. self.roleId .." " .. self.star)
self.shield:Clear() --护盾列表
self.exCalDmgList:Clear() --额外计算伤害列表
self.buffFilter:Clear() --buff屏蔽列表
@ -219,8 +219,13 @@ function RoleLogic:RemovePropertyTransfer(index, tran)
end
end
-- 是否为指定id指定星级的英雄 by:王振兴 2020/07/29
function RoleLogic:IsAssignHeroAndHeroStar(id,star)
if self.roleId==id and self.star==star then
return true
end
return false
end
function RoleLogic:AddBuff(buff)

View File

@ -265,7 +265,7 @@ function this.RefreshFightData(type)
data.element = roleData.PropertyName
data.professionId = roleData.Profession
data.quality = roleData.Quality
data.star = roleData.Star
data.star = 10
data.type = 1
local paskill = string.split(role.passivity, "#")
data.passivity = BattleManager.GetPassivityData(paskill) or {}

View File

@ -1303,8 +1303,9 @@ function this.TimeFormat()
end
--轮转活动,乾坤宝盒
local info= ActivityGiftManager.GetActivityTypeInfo(ActivityTypeDef.FindFairy)
if info then
local dynamicAct = not not ActivityGiftManager.GetActivityTypeInfo(ActivityTypeDef.FindFairy)
if dynamicAct then
local info = ActivityGiftManager.GetActivityTypeInfo(ActivityTypeDef.FindFairy)
info = info.endTime - PlayerManager.serverTime
info = math.floor(info/86400)
if ActivityGiftManager.IsActivityTypeOpen(ActivityTypeDef.FindFairy) then

View File

@ -152,6 +152,10 @@ end
--界面打开时调用(用于子类重写)
function RoleListPanel:OnShow()
--检测成员红点
LogRed(" 检测成员红点 ")
CheckRedPointStatus(RedPointType.Role)
tarHero=HeroManager.GetAllHeroDatas()
teamHero=FormationManager.GetWuJinFormationHeroIds(FormationTypeDef.FORMATION_NORMAL)
this.isFirstOpen=true

View File

@ -133,7 +133,8 @@ function this:OnOpen(context)
end
-- 刷新显示状态
self:RefreshBtnState()
--检测成员红点
CheckRedPointStatus(RedPointType.Role)
end
function this:RefreshBtnState()

View File

@ -59,7 +59,7 @@ namespace LJ_OptTools
return ret;
}
public static bool ExtendTexture( string path)
public static bool ExtendTexture(string path)
{
var tex = AssetDatabase.LoadAssetAtPath<Texture2D>(path);
var ti = AssetImporter.GetAtPath(path) as TextureImporter;
@ -199,9 +199,9 @@ namespace LJ_OptTools
}
public static void SetTextureFormat( string path, bool useCrunched)
public static void SetTextureFormat(string path, bool useCrunched)
{
if (string.IsNullOrEmpty(path)) return;
if (string.IsNullOrEmpty(path)) return;
var ti = AssetImporter.GetAtPath(path) as TextureImporter;
if (ti == null)
{
@ -212,11 +212,24 @@ namespace LJ_OptTools
{
return;
}
if (ti.textureType == TextureImporterType.Sprite)
{
TextureImporterSettings tis = new TextureImporterSettings();
ti.ReadTextureSettings(tis);
if (tis.spriteMeshType != SpriteMeshType.FullRect)
{
tis.spriteMeshType = SpriteMeshType.FullRect;
ti.SetTextureSettings(tis);
AssetDatabase.WriteImportSettingsIfDirty(path);
}
}
var pAndSetting = ti.GetPlatformTextureSettings("Android");
var piPSetting = ti.GetPlatformTextureSettings("iPhone");
var tex = AssetDatabase.LoadAssetAtPath<Texture2D>(path);
bool pot = Mathf.IsPowerOfTwo(tex.width) && Mathf.IsPowerOfTwo(tex.height);
SettingPlantformTex(ti, pAndSetting, useCrunched,pot);
SettingPlantformTex(ti, pAndSetting, useCrunched, pot);
ti.SetPlatformTextureSettings(pAndSetting);
SettingPlantformTex(ti, piPSetting, useCrunched, pot);
ti.SetPlatformTextureSettings(piPSetting);
@ -271,7 +284,7 @@ namespace LJ_OptTools
}
}
if (filePaths.Count < 1) return;
if (filePaths.Count < 1) return;
for (int i = 0; i < filePaths.Count; i++)
{
@ -281,7 +294,7 @@ namespace LJ_OptTools
, path
, i * 1f / filePaths.Count
);
TextureSizeOptUtilities.ExtendTexture( path);
TextureSizeOptUtilities.ExtendTexture(path);
TextureSizeOptUtilities.SetTextureFormat(path, useCrunched);
}
AssetDatabase.Refresh();
@ -296,27 +309,29 @@ namespace LJ_OptTools
var guid = AssetDatabase.FindAssets("t:Texture", new string[] { "Assets/ManagedResources" });
List<string> floders = new List<string>();
int errorTexCount = 0;
for (int i = 0; i < guid.Length; i++)
{
string id = guid[i];
var path = AssetDatabase.GUIDToAssetPath(id);
if (
path.StartsWith("Assets/ManagedResources/Atlas")
) continue;
EditorUtility.DisplayProgressBar(
string.Format("Check Texture({0}/{1})", i, guid.Length)
, path
, i * 1f / guid.Length
);
var floder = Path.GetDirectoryName(path);
string.Format("Check Texture({0}/{1})", i, guid.Length)
, path
, i * 1f / guid.Length
);
var ti = AssetImporter.GetAtPath(path) as TextureImporter;
if (ti == null)
{
//Debug.LogError("No TextureImporter:" + path);
continue;
}
if (
path.StartsWith("Assets/ManagedResources/Atlas")
) continue;
var floder = Path.GetDirectoryName(path);
var tex = AssetDatabase.LoadAssetAtPath<Texture2D>(path);
var pAndSetting = ti.GetPlatformTextureSettings("Android");
@ -356,6 +371,46 @@ namespace LJ_OptTools
EditorUtility.ClearProgressBar();
}
[MenuItem("Tools/图片优化/检查Material引用的图片", priority = 0)]
public static void OnMenuItem_CheckMat()
{
var guid = AssetDatabase.FindAssets("t:Material");
StringBuilder info = new StringBuilder();
for (int i = 0; i < guid.Length; i++)
{
var path = AssetDatabase.GUIDToAssetPath(guid[i]);
EditorUtility.DisplayProgressBar(
string.Format("检查Material引用的图片({0}/{1})", i, guid.Length)
, path
, i * 1f / guid.Length
);
var mat = AssetDatabase.LoadAssetAtPath<Material>(path);
var shader = mat.shader;
int pCount = ShaderUtil.GetPropertyCount(shader);
for (int j = 0; j < pCount; j++)
{
if (ShaderUtil.GetPropertyType(shader, j) != ShaderUtil.ShaderPropertyType.TexEnv) continue;
var pName = ShaderUtil.GetPropertyName(shader, j);
var tex = mat.GetTexture(pName);
var texPath = AssetDatabase.GetAssetPath(tex);
var ti = AssetImporter.GetAtPath(texPath) as TextureImporter;
if (ti == null) continue;
if( ti.textureType == TextureImporterType.Sprite)
{
info.AppendFormat("{0} : {1} ->> {2}\r\n",path,pName,texPath);
}
}
}
if( info.Length > 0)
{
Debug.Log(info.ToString());
}
EditorUtility.ClearProgressBar();
}
}